Kamikaze Midget said:You kiddin' right? The Forge has one of the *best* core stories I've seen! A group of adventurers is pulled from disparate dimensions and thrown together by enigmatic entities who subtly and overtly push them to their breaking point every week until they break or dominate. That's *exciting* for a core story!
Thank you, I have never thought of the setting in this exact manner. It even gave me an idea for a very different OB campaign (where the gods get involved).
Kobold Avenger said:Though it's anyone's guess whether or not certain prestige race levels will advance class abilities or not.
My guess is that they will not. It is sort of like the bloodlines in UA- where you have to give up a level (or 2 or 3) to gain all kinds of spiffy powers. I have no problems with the idea since Genjitsu's Shaping the Self did that with powerful racial levels (like giving duergar immunity to disease and additional spell like powers in place of BAB and saves increases). And Shaping the Self is my most favorite d20 supplement.
Voadam said:Penance is huge and built on layer after layer of older cities. Plenty of the surface is abandoned ruins as is a lot of the built over and unstable older city layers. But that leaves room for plenty of lost or hidden things in these areas and the sourcebook fleshes them out.
To give the home audience an idea of how large the city is- 40 million live in less than 5% of the available space. Enough to play a thousand campaigns with all new areas.
JustKim said:A&H I found interesting as far as the science behind alchemy, but on the rules end it was very poorly researched. New feats that allow you to create a handful of things that could easily fit into existing categories, or better yet work with the actual alchemy skill? Nonstandard creation costs for items? Then there's the items themselves, a mortar that gives objects a +2 fort save bonus against burning? I don't even know where to start. A&H really fell short on the rules end.
There is a chart in the book that gives which feats are optional and it makes sense that all the feats except Create Alchana, Perfect Materials, Create Greater Alchana and Create Erlchana are optional as those require knowledge of magic. It annoys me the 3.5 made spellcasting a requirement for alchemy, but I can simply ignore that anyways and use the optional feats as skill focus for a particular subgroup of alchemy (just like how chemistry has many disiplines).